Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign [Updated]
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Update: 20 Dec, 2024 @ 4:53am

Version 3.77a

  • Updated ogre victory conditions to be in line with vanilla's
  • Fixed cr_hef_the_starguided having horde_infighting immunity rather than non_vampire_territory
  • Changed a bunch of settlements to start at level 2, like if they're a faction's capital

Update: 16 Dec, 2024 @ 1:31am

Version 3.76

  • Actually changed the traveller requirements for Chaos Rifts. As I described earlier, all Daemonic factions, and a few extra, can now use them.
  • Fixed a province in one of Gorbad's missions
  • N'Kari now starts with a cult within the Cult of Morr
  • Added the new DLC lords/heroes to agent permissions table.

Update: 14 Dec, 2024 @ 11:25pm

Version 3.75

  • Golgfag's first contract is now between Bugman's and Payswords. If you know a little lore, it's much more amusing.
  • Adjusted the set up of the Vaults area:
    • Kemmler now has his first fight against Crossed Clubs (Payswords and Crossed Clubs switched places basically)
    • Added new faction Karak Izor (the flag from WH1 is back) who gets Karak Izor and Khazid Nekewukaz
    • Spittel is now contained to Montdidier Pass and Putrid Stump
    • Fester has been given Alimento and Khazid Wyrwarn

Update: 14 Dec, 2024 @ 7:20pm

Version 3.74

  • Sword of Khaine functionality added/adapted for the campaign. It's available at the Pass of Stone in Laurelorn Forest. It's actually pretty reasonable.
  • Brought the climate suitability of "Immaterial" in line with the other ones.
  • Realm of Chaos outposts have been given a little flavor, different for each culture. And they now have garrisons.
  • Both of those together mean it's (probably) possible for a human player to conquer the RoC, although your settlements are going to need supervision. (If you haven't noticed already, non-daemon AI only raze in the RoC, so you won't see anything like that unless you do it yourself.)

Update: 13 Dec, 2024 @ 1:36pm

Version 3.73

  • Fallow Hills flags replaced with one by Partypus. so much nicer
  • Fixed frontend showing disabled mixer factions
  • Camera is a bit better around the Palace of Slaanesh
  • Moved the greenskin's "Big Fort" landmark from Karak Vrag to Drin-a-Drinaz

Update: 13 Dec, 2024 @ 12:41am

Version 3.72c

  • Adapted the arbaal wrath of khorne script

Update: 12 Dec, 2024 @ 11:15pm

Version 3.72b

  • Added Golgfag's starting camp because why not
  • Adapted the ogre camp script

Update: 12 Dec, 2024 @ 10:01pm

Version 3.72a

  • Fixed frontend faction descriptions
  • Fixed attrition immunity for the new kho factions
  • Nudged Slaanesh's staircase portal back into bounds
  • Added the new legendary heroes to a relevant script

Update: 12 Dec, 2024 @ 5:52pm

Version 3.71

  • Updated for game version 6.0
  • Start position additions/changes:
    • Gorbad starts at Zvorak, in the Border Princes.
    • Golgfag starts at Gristle Valley.
    • Arbaal starts at the Bone Gulch, in the Dark Lands.
    • Skulltaker starts at Machina Daemonium, in the Blood God's Domain.
    • Faction "cr_grn_cluster_eye_tribe" is removed and replaced with the vanilla version.
    • New Faction "cr_emp_fallow_hills" as an empire-culture version of Mootland.
    • New mixer factions added
  • Iron Rock area tweak:
    • New province "Grim Kadrin"
    • New region "Eye of Arhok", part of province "Blood River Valley". The mutinous Iron Claw orcs starts with it.
    • New region "Horde Bane Forest", part of province "Grim Kadrin". Rock Skulls starts with it and is Belegar's intended first conquest.
    • Regions "Grimmpeak" and "Valaya's Sorrow" moved to province "Grim Kadrin"
    • Region "Grimmpeak" upgraded to major settlement
  • Performance improvements, don't get your hopes up:
    • Galleon's Graveyard's layout overhauled. The islands are bigger and now connected by bridges.
    • Settlement "Ochness" is no longer a port and the lake it's next to is no longer sailable
    • Split sea region "Upper Reik" in two, so one new sea region
  • Slot template summary:
    • "cr_port_ochness" is obsolete
    • "cr_minor_primary_grimmpeak" is obsolete
    • "cr_minor_secondary_grimmpeak" is obsolete
  • Region "Bloody Hand Hold" renamed "Iron Pig Sty"
  • Slaanesh's Realm's layout and visuals have been overhauled, it's pretty wacky
  • Shadow Rifts are now passable by all Daemonic factions, the four chaos champions, Oxyotl, and Teclis
  • Added some more pre-opened Shadow Rifts in the Middle Mountains, Drakenmoor, and the Slaanesh Marches

Update: 6 Dec, 2024 @ 6:41pm

Version 3.70 (shouldn't affect saved games)

  • start_pos changes:
    • Thorek moved way east to Karak Vrag
    • Kemmler moved down to Zarakzil
    • Malus Darkblade moved to Ruin's End, near the Scalded Delta
    • Crone Hellebron placed at Nagronath
    • Grimgor moved to Da Immortulz Hold in the western darklands
    • Azhag moved slightly east to Dushyka and now fights the Druzhina Enclave
    • Alith Anar moved very slightly south to Trogland
    • The 4 order factions (cth/emp/hef/lzd) on Albion now hate each other, at least initially
    • Regions "Pillar of Og Agog" and "Carn Mallog" on Albion given to Spirits of Sherweald
    • "Chamon Dharek" given to Sarl and "Kacirk" given to Sarthoreal's Watchers
    • "New" faction The Scourgeborn, placed in Norsca (Ironpelt Den, perfect!). Same faction as in IEE.
    • Moved "Subtle Torture" to Khorne and Slaanesh's realms (they occupy both sides of the connecting bridge)
    • Khorne and Slaanesh's realms faction control tweaked: Great Bulwark, Ring of Doom, Foundry of Rage, Machina Daemonium, Skull of the First, Marcher Fortress, Slaanesh Marches, Flats of Frenzy
    • Changed Ironclaw's leader's name (also renamed faction to "Ironclaw Mutinous Boyz")
  • Changed victory conditions to account for new starting positions
  • Changed Thorek's scavenger hunt so it fits into the Mountains of Mourn and Dark Lands
  • Removed Malus Darkblade from MCT settings. Hellebron is now the default for the Nagronath setting.